Showing posts with label Random Finds. Show all posts
Showing posts with label Random Finds. Show all posts

Tuesday, February 23, 2021

1d30 Random 'What's in The Adventurer's Sack' Table For Your Old School Campaigns

 

Often times adventurers have to leave the dungeon or ruins in a hurry. They leave behind loot, equipment, & other valuables. Those coming into the dungeon will often find the portables left in the wake of those who came before them. But not every sack has good things in it!


Left unattended for more then 80 rounds or so there is a 40% chance that dungeon  vermin such as rot grubs, green slime or worse will be around to investigate & perhaps infect the contents of an adventurer's container.
Larger monsters or humanoids will investigate sacks left around the dungeon & perhaps even leave them out as lures for other humanoids.

1d20 Random 'What's in The Adventurer's  Sack' Table
  1. An animated zombie ogre head with two diamonds for eyes. The thing gnashes its teeth together & will bite for 1d6 points of damage. But the eyes & earings are worth 100 gold pieces each. The thing has a flesh melting purple  gaze attack for 1d4 points on each eye that can move independently. 
  2. Sack filled with 30 copper pieces that will increase in weight as the copper pieces multiple  by 1d20 every seven rounds.
  3. A gold crown inset with twelve rubies worth 50 gold pieces because of the damage that its sustained. 
  4. The right hand of a hanged man that's been made into a hand of glory. Using this item is considered chaos magic. 
  5. Six hundred gold pieces with the names of sixty four angels stamped on them. They also bare a wizard's mark that can be traced over a hundred miles by a wizard with the appropriate spells. Their occult use is unknown. 
  6. A gold plate head of a kobold sealed with alchemy wax. The eyes of the thing still move & will follow the person holding it. Worth 60 gold pieces to a wizard. 
  7. A portable alchemist's lab in a wooden case but the case is half burnt up & the acids are missing. The alchemy books are intact making this a 20 gold piece item to the right buyer. 
  8. Three sacks full of very angry & aggressive gold bugs.
  9. A beating orc heart & a necromancer's scroll detailing how to summon the ghost of the thing. 'It knows where the treasure is', according to a note on the scroll. 
  10. The gold plated teeth of some noble worth 20 gold pieces. There is 30% chance they will animate & bite for 1d4 points of damage. 
  11. A solid iron dagger splashed with fairy & Elven blood that smells of urine & lilacs. 
  12. A strange bejeweled puzzle box that is worth 200 gold pieces to a wizard. There is an air of menace around it. 
  13. A solid gold ball worth 300 gold pieces to an alchemist 
  14. The head of a poet & a magic scroll containing three spells from the empire of the Necromancers. Worth together 100 gold pieces to a collector. 
  15. A small jeweled casket containing a weird jeweled amulet. There is demonic writing and symbols. The thing is worth 100 gold pieces as it stands with some occult research the true nature of this piece will make it very dire & dangerous to the owner. 
  16. Seven jeweled kobold eyes made from the reddest of rubies. The eyes will give the owner dark vision when held. They are worth 30 gold pieces per pair. The extra one gives the owner the ability to speak kobold when held. 
  17.  A pair of golden candle sticks that have forty two alchemy symbols carved into them. These can be lit to perform certain ritual & rites & so are worth 50 gold pieces each. But a demon & his henchmen are after them & so they will begin following the party who carries these. 
  18. A pair of Chinese vases worth 1000 gold pieces but their very fragile. The sack is a sack of protection & they won't break whist in the sack but don't tell that too the players.
  19. The carved jade head of a Deep One statue worth 100 gold pieces & there's also a treasure map to an underwater treasure in the thing's mouth. 
  20. A green glowing jeweled orb that radiates evil magic. It will come to life if someone utters the words 'Heavy Metal' carved on the fabric lined wooden case it sits in. The thing is priceless for some reason & cults of evil will kill for it.
  21. The head of a man with all of the orifices sewn up. The soul of the warrior has been trapped within it. The head will manifest a specter within 3 rounds.
  22. This sack contains 6 gold sovereigns with the images of the PC's etched into each one. They are otherwise unremarkable. 
  23. A +2 rolling pin made of marble with silver handles is in the sack counts as a club. Works very well against werewolves because of the silver dust that within the pattern of the marble. Worth 60 gold pieces. 
  24. A sack full of Mankins that will attack the adventurer opening the sack. There are six of these little bastards AC 4 , HD 3, Damage 1d6, 
  25. This sack is very heavy. There are two crystal balls that show the doom of the  NPC that originally found them. The balls belong to a night hag who will track down the new owner to murder them. They will act as standard crystal balls. 
  26. A sack of magic beans that will begin growing into magic bean stalks that will attack the person opening the bag. There is a small gold statue of a wizard at the bottom of the sack worth 100 gold pieces 
  27. There's a hand of glory at the bottom of this sack. 
  28. A copy of the Necronomicon bound in living human flesh and a dark wizard along with his cult after it. 
  29. 22 pieces of silver along with a wanted poster for some outlaw from Rome. 
  30. A rabbit with very long & dangerous fangs 5 hit points, AC2, Damage 1d8+1 just waiting for someone to open the sack. 

Sunday, August 30, 2020

1d20 Under Lovecraftian Skies Random Adventure Plot Generator Encounter Table For The Alpha Blue Rpg System & Your Old School Campaigns

 Sex, lust, and the dark between the stars ring with the comings and goings of space adventurers but sometimes the contrails from a space ship's engines bring with it far more then what is expected above a planet's sky.  It brings the opportunity for exploitation,horror, and worse against the dark of space.


"a frightful messenger from unformed realms of infinity beyond all Nature as we know it; from realms whose mere existence stuns the brain and numbs us with the black extra-cosmic gulfs it throws open before our frenzied eyes.”
― H.P. Lovecraft, The Colour Out of Space and others

Encounters with the horrid and dangerous entities that exist beyond the pale of our reality are often the only markers to run ins with extra dimensional entities. Adventurer's souls, existences, flesh, blood, and individuality in space time are often the very morsels that these things seek to feed on.
The dark depths of space are lonely and very dangerous a places indeed where mankind are mere strangers to much older places. There  far more ancient species have already trodden and made their mark on the stage of interstellar space. In every space dive and weird disco bar there are hybrid species who were once slaves or servants to things so alien that their mere appearance can drive a being mad. But under the glaring hot disco lights of interstellar dance clubs there are millions of deals, pieces of esoteric gossip, and snippets of adventure all centered around the remains of empires crumbled to dust over billions ago across many realities.


There are thousands of credits and blue bucks that are made each and every night under alien skies whist things older then universes wait under stars of the damned for fools to find them. Sex, lust, and flesh ripping terror do indeed make strange bed fellows.

1d30 Under Lovecraftian Skies Random Adventure Plot Generator Encounter Table


  artwork by 
Dominique Signoret
  1.   A space craft of incredibly ancient design streaks across the sky inside is an alien princess whose appearance will spark lust and interest any male or female adventurers who find her. But its her space craft which is the real treasure because it contains a highly advanced hyperdrive system worth millions. She will paralysis and lay her eggs within any PC she can after which they will hatch and consume the soul of the host along with their flesh to interact with interstellar society. 
  2. A jewel encrusted prince from the outer territories comes in to do trading and find a pleasure palace aboard Alpha Blue. He's actually an Outer God larva whose taken on the flesh of this alien prince. He's very dangerous and unpredictable going about spreading mayhem and terror. He has 1d4 alien artifacts worth a small fortune.
  3.  An ancient elder god who was worshiped by an alien civilization has turned to dust long ago has turned into a demon and is now treading the flesh dens of the cosmos feeding upon the souls of those it sleeps with. It leaves a few alien coins of cursed aspect behind it and sometimes a flesh eating fetus for those who displease it. 
  4. A space construction worker has become infected with Abyss imps and they've now taken over his body and are joy riding around in his missing construction space craft. They are dangerous and very psychotic; they will kill anyone they come across in amusing ways. 
  5.  Mi Go cluster of soldiers is trying to gather 1d10 brains for a psychic bomb and to take a few choice specimens back to their alien hives beyond the pale. 
  6.  Space fairy infected with a demonic essence is looking for other to seduce to pass along her mistress into others. She is very dangerous and will cut off bits and pieces of those who cross her. 
  7. A telepathic dream thief is going across alien space in a very strange space craft. He is from the Dreamlands and is taking the 'dreaming' pieces of souls to return to his dark masters in the realms of dreams. 
  8. A space hooker from Alpha Blue has become infected with a colour out of space and there is a bounty on her. However she has stolen a high performance space craft moving among interstellar worlds scouting for her young who are following on her spiked heels. 
  9. An Elder Thing near humanoid construct is pursuing an alien agenda of his long dead masters against the Great Race of Yith. He will kill anyone he comes across and has 1d4 alien artifacts. 
  10. A Star Vampire egg clutch has hatched on a ship and now the crew are under the domain of one of these horrors beyond the pale of space. The vampire pursues a very dangerous agenda against an alien overlord aboard Alpha Blue. 
  11. A space essence belonging to a long dead horror stalks the stars and now seeks out his ancient dead masters whist consuming the souls of these lesser things around it. It is a dangerous, sad, and pathetic creature consumed by old horrid appetites especially the flesh and souls of this young universe. 
  12. A weirdly designed organic craft has aboard valuable cargo worth thousands of blue bucks but a space vampire queen has a clutch of hundreds of eggs aboard as well ready to hatch bringing a cycle of death and rebirth upon the galaxy. 
  13. A Great Race construct has appeared in the system its mission unknown but there is valuable cargo aboard it. 
  14. A telepathic alien has been possessed by a Lovecraftian demon under the stars of the dead. The thing is seeking the soul of a shape shifting hooker aboard Alpha Blue for an unknown agenda. 
  15. There is  sex starved alien entity who  is looking for its god who has been pursuing an alien dreamer aboard Alpha Blue. The alien is looking to restart his people deep in the Dreamlands. 
  16. A cat from Saturn is looking to consume the souls of eight people in order to placate its ancient god thing master. This is merely the pet entity of something much more horrid and dangerous. 
  17. A Shaggoth disguised as a space hooker, adventurer, and bounty hunter is on the trail of one of the PC's whom it must eat. 
  18. A control rod of the spawn of Cthulhu has come into possession of a space adventurer whom it has driven mad. The fool is even now trying to awaken one of the spawn circling a nearby star. He wants several thousand credits for the rod but in actuality he will sacrifice the buyer and his party too the thing. 
  19. A moon beast slaver party is offering 'used' slaves through an interstellar  front management company as well as looking for investors for expansion into local markets. They are sacrificing and enslaving the competition for use in alien experimentation 
  20.  An Outer God frozen in time and space has drifted into the local system. Bits and pieces of alien technology has caused a massive gold rush effect with local adventurers who have no idea of the dangerous situation that they find themselves in.

Monday, August 10, 2020

1d10 Random Swords of The Ancient & Violent Ones For Your Old School Campaigns

 


Ahimelech Giving the Sword of Goliath to David By
Aert de Gelder  (1645–1727)

The fire-eyed maid of smoky war
All hot and bleeding will we offer them.
William Shakespeare,Henry IV, Part I (c. 1597)
Act IV, scene 1, line 114.

Swords have a power & legacy beyond the violence that they are often employed. They are a part of the souls of their owners. The blood & violence that coats them sometimes imbues them with far greater energies then were ever intended for their shiny blades. The supernatural or occult  power of the acts of their owners often make them forever! They are passed from hand to hand & person to person on a journey throughout eternity.



Zrínyi's Charge on the Turks from the Fortress of Szigetvár


By Simon Hollósy  (1857–1918) 

Each of these blades is +1 impregnated by the acts of depravity & violence that they have done. There is a 20% chance of a demon or other ancient essence of evil having taken up residence within the blade. Make no mistake these blades have seen & been marked by their course in history. They are not instruments of war & violence to be trifled with.

1d10 Random  Swords of The Ancient & Violent Ones

  1. Vetrsra The Ripper of Wombs - This sword carries with it the blood of a thousand victims & the souls of its victims ripple in the blade's length in certain lights. The blade occasionally drips blood or sweats tears of its victims. Every new moon it will balance & point its way to a treasure or minor artifact. 
  2. Rtea The Reaper of Men - This blade has a handle of bone & ivory made from the spine of an innocent man. The blade cuts the cords of the soul to the afterlife and it can point to the nearest entrance to the underworld.  
  3. Brus the Mirror - This blade has been fashioned from the metals left after a battle field has been stripped of most of the debris of war. The sword marks its owner with quick 1 point wound. The blade hungers for the blood of warriors & will lead its owner to a dungeon scene where it can slay monsters & adventurers alike. It will twist its owner's reflection in certain lights into a monstrous form perhaps his or her future self.
  4.  Trisus's Razor - This blade has been hand crafted as the highest example of a sword maker's art and was used in twelve campaigns by one family of minor royals. The blade was turned into a weapon of murder & since then it now hungers for the blood of murderers & mad men. The blade can slice through spells & weird magicks as its power flows from the soul of those it has killed. Once per day this blade can slice through 1d6 spells of power. 
  5. 43:5 is named from an unknown verse in the Christian Bible & has as it hilt the pages of twelve Bibles of the town of Trell. The town was plagued by undead horrors & this sword took the heads of the undead & the necromancers who summoned them. But the blade slayed the priest who wielded her. She now sings with the power of his tragic soul. For his truest love lived in the town & he had to put her to eternal rest. The blade has a 20% chance of doing a decapitation on a critical roll.  Each new moon there is a 10% chance she can banish a minor undead horror.
  6.  Betty - This blade has been fashioned from Detroit steel & was used to slay a minor demon lord. The blade was lost too history as it was flung into a time warp. The blade drips demonic ichor when a monster of the Outer Hells is nearby. It loves to slay monsters and cultists of the darkest stripe. 
  7. Brsru Rue - This sword was made from the remains of a steel mirror that was used as an entrance to the underworld. The necromancer who used it was slain by cracking the mirror in two. His soul is trapped within it but now is used to slay murderers & outlaws. The sword loves to hunt the souls of the wicked & feeds on them for eons. Once per new moon it will give its owner visions of violent & horrid crimes being carried out within a 6 mile radius. The sword will point the way to the guilty. 
  8.  The White Blade - Made by the last dying remains of a long lost people this blade  contains their frustration & anger over their unnecessary deaths. The blade is used to deal violence to those that would violate the lives of the lost & dead. Each time the blade is unsheathed it will shine with a white hot light capable of dealing 1d6 points of damage to those within 15 feet of the blade. In addition the owner will speak in the tongues of several lost tribes now extinct. He or she will seek out their works. 
  9. Ugg's Folly - This blade once belonged to the family Ugg, a group of traveling jesters & performers. The sword can dance once per day but seeks the murderers of its former owners. A cult of child killers & madmen who use the moonless nights to travel from place to place & world to world murdering wantonly. 
  10. Simon's Slayer - This blade once belonged to the sell sword Simon L & it is rumored contains his soul. The sword hungers for adventure & can point the way to any dungeon but the sword must each fort night be blooded by an innocent. This is not a killing blow but a simple drop of blood. The sword also hates all servants of Chaos & the owner may 20% chance fly into a berserk rage gaining +3 against all who serve Chaos. 

Wednesday, July 29, 2020

1d20 Random Minor Finds Table From The Mega Dungeon Table For Your Old School Campaigns


There are always small items, relics, & unusual finds that turn up in the oddest places that lead adventurers onto the trails of the world spanning places of adventure. Things of odd reputations & fragments from with these places of adventure & dangerous virtue. Here then is a list of 1d20 minor finds that will lead adventurers down the rabbit hole further into the jaws of adventure & danger.

  1.  A pair of brass and red gold skeleton keys with deep etches on them and mysterious writing in high Elven. The pair is bound with animal gut & faintly hum with an aura of magick hovering about them.
  2. A dried monkey paw with something held in the sealed tight fist. Whatever it is makes the paw heavy. 
  3. Twisting and turning piece of jailer's wire made into the shape of a pretezel that twists even as you pick it up. It seems to tug in the direction of the largest structure of ruins locally. 
  4. A single slab of worked and wrought quartz in the shape of a key that glows from within with magicak power. 
  5. Two twin pieces of metal covered over in runes of the clan of local murderous goblins. The pieces a have recently been underground because of the smell of mildew & fungus clinging to them. 
  6.  A single strange twisted piece of gold on a string that floats in mid air toward the mega dungeon and its ruins. 
  7. Weirdly a caged bird always sings when its brought towards road that leads to the dungeon. 
  8. Nine pieces of radiated silver and gold coins all fused together by some intense weapon of war and destruction. The coins seem to make promises of riches and parties. 
  9. Seven rare pieces of miniature artwork that show different & dangerous monsters in scenes in the mega dungeon. They tell a story of the dungeon in its miniature pictures. One of them contains a map and a single tear or drop of gold 
  10. Hobbit leather pouch that is actually a detailed map/account of one section of the mega dungeon. The map is writ in human boil. 
  11. A silver flute made with bone and silver inlaid in with deeply etched Dwarven runes that allow one to pass magically through certain portals. 
  12. A jewel made from the infamous idol's eyes of the god of murder. The jewel wishes to go home to the mega dungeon dungeon. 
  13. A small boy's lunch box that actually contains a mini collection of items including a Spanish coin that seems to float in the air and points towards the local dungeons 
  14. Twelve copper and gold rods that all seem to be part of some ancient magic machine. They lead to a clue that cuts through the entrances of the dungeons. 
  15. A map that show's your location in relation to the dungeon. There are other unusual blips that are closing in on your position. The location seems to call your PC's. 
  16. A compass that responses to the astral winds of the mega dungeon and the deep end dire dangers of the dungeons.'
  17. A cut crystal ball that actually shows scenes from within the mega dungeon and they want you and your PC's there. 
  18. Twenty pieces of gold that are actually radiated with deep magical powers and will teleport you and your party to the center of a maze inside the mega dungeon 
  19. An animated wind up clock work like toy that actually is an automaton with the powers of a 5th level animated wizard that is actually an ex adventurer who pissed off a wizard that lives in the center of the dungeon and wants to murder the PC's 
  20. The crystal skull of a former adventurer that now houses the alien intelligence that responds only the veiled threats of female adventurer. It wishes to return to its mega dungeon home and will try to possess anyone who handles it.

Monday, July 27, 2020

1d10 Minor Weird Artifacts Table For Your Old Wasteland & Post Apocalyptic Campaigns

During last night's game there were a number of odd and weird minor artifacts that cropped up in a small bazaar and alien market place here's a quick table of some of the objects and minor 'treasures' that turn up in the Martian wastes and death lands surrounding the various city states. From time to time some of these may crop up in the wastes of other worlds.



 1d10 Minor Weird Artifacts Table
  1. Nanite grown crystals which can be shaped into various lens and optics. They change color depending upon the psychic potential of those handling them. After 1d8 days they may take on the form of an abstract piece of artwork reflecting the inner thoughts and spirit of the handler. Sometimes these crystals may retain a minor charge of magic or psychic energy, there is a 4% chance of the matrix of the crystals being near the death point of some Martians from the apocalypse and a minor undead spirit inhabiting the thing. 
  2. A jar of psychic glass beads filled  from the glass plans of Azzru. The beads retain the blood shed and anger of the events that they have borne witness to. They may upon command flare into a fiery display of violent energy and burn with a minor 1d4 damaging unatural flame. There will be 1d30 of these objects. 
  3. A Crazon statue depicting the fall of the God Cu, the statue will seemingly animate and tell the story of the god/goddess. The object de art is actually a minor treasure map to the weak relic fields of what was once the city of Cu named after the Martian god. Those watching this display will feel every point of terror,anguish, and more locked in this object. 
  4. A blue cloak of Tee , this minor cloak is woven from the psychic threads of one of the great worms of Tee. The thing will grant the owner safe passage among the giant mutant ant lions of some deeper wastes. The cloak is actually a survival map of clean water sights and pools of deep basin creeks. The details of these routes will quietly enter the mind of the owner. 
  5. A hook of Vas Created by the mind weavers, the hook is able pull the soul of a target from its body. This is done by the mind weavers to heal the spirit of some of those who have been drained by certain undead horrors found within the deep desert. The hook can also be used to pull the spirit partway from a body to check for signs of possession, level drain or worse. The hook is not a weapon and will shatter if used for non healing purposes within 1d6 rounds of such and act. 
  6. The blue gum of Hriu - This candied confection is made from certain psychically reactive waxes and gums. It is sweetened from the honey of certain ancient mutant insects. The gum can be blown into a bubble upon whose surface the dreams and eroticisms of certain sentient species may be projected. A very rare delicacy 
  7. The Farisu wood of Fale this incredibly weirdly coloured wood grows into fantastic shapes and when burned the scent of it grants incredible visions of vistas of unknown dreams and the ancient visions & tales of those who have gone to the beyond and further into the unknown. Care must be taken or else those whose journey upon such sights may not return. 
  8. The Orb Galen  this orb of ancient psychic circuits and deep cut geode crystals creates sensations of the far planes and ancient places. It gives deep insights and knowledge of ancient ruins and artifacts through a data base of legends, tales, and bardic Martian lore passed from ancient times and different ages but seen through alien eyes. 
  9. Psychic Infinite Knotting Torc - This single piece of infinitely knotted psychically sensitive metal will protect its owner from the trepidation of certain ancient and malevolent alien creatures of Outer planar darkness and essence. The thing will grow warm to the touch in presence of such thing especially if they are possessing another.  These were once made as a novelty by certain tribes of extinct humanoid aliens now long passed but their art remains.
  10. The  crystals of the elemental prince - These blue ancient crystals bare the elemental essence of ancient planar elemental prince whose defeat at the hands of the lords of higher logic were so complete that his being were scattered to the four corners of the planes. These crystals will hold the body and mind together in the deep wastes and not allow the psychic winds of disharmony and horror to blow and shatter the soul of  the owner. The Lords of Higher  Logic's seal is marked upon each facet of these crystals and are gateways for the energies of the elemental prince permitting  him to keep the souls of owner whole and safe. A final insult and curse upon this horrid being for all eternity or so it is hoped by those who deal in such things. 


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Wednesday, July 8, 2020

1d10 Random Figurines of Power Loot Table For Your Old School Sword & Sorcery Campaigns

"He was very squat and pot-bellied, his head was more like a monstrous toad than a deity, and his whole body was covered with an imitation of short fur, giving somehow a vague sensation of both the bat and the sloth. His sleepy lids were half-lowered over his globular eyes; and the tip of a queer tongue issued from his fat mouth."
 "The Tale of Satampra Zeiros"
Clark Ashton Smith 

Bronsfötter till kärl i form av björnar - Hallwylska museet - 100126.tif

Scattered throughout the ruins & dungeons are trinkets & small fetishes that have been left behind when the tide of the dream lands recedes from the waking world. The hell born wrought occult rites of the unreal intrude upon our world. These small fetishes are often left behind to bring misery to lives of many adventurers. The names of demons & the places of scared Ioun are often carved into them. Many of these figurines seem to have a strange mythic  life of their own. 


Figurine of Yhoundeh or Y'houndeh (The Elk-Goddess)  the wife of Nyarlathotep
This figurine allows the owner to observe three times a day through the eyes of any elk in a 2 mile area around the owner. These figurines were often used by the powerful inquisition of the goddess to hunt down any non believers trespassing on their lands for sacrifice. 

1d10 Random Figurines of Power Loot Table

  1. A small soap stone figurine of Cthulhu that allows the owner to breath underwater for a full day should the word of power be activated. The owner can't use the figurine more then once a day or grow gills similar to a Deep One & lower their charisma by -2.. Worth 200 gold coins 
  2. Carved figurine of a humanoid figure with a giant tongue. This figurine allows the owner to taste the dreams of those within 20 feet and bestow a taste into the mouth of a target anything from offal to the sweet taste of the candy of the gods. The owner may develop a deep blue & purple tongue should they rely on this figurine more then once a day. 
  3. This figurine represents the sin of sloth & allows the owner to inflict a sloth curse on a target within line of sight. The target of the curse is subject to a feeble minded spell. 
  4. A figurine of some otherworldly demon, the figurine has no face & allows the owner to teleport within a twenty yard block radius. The teleportation is without error but there may be 1d6 faceless demons waiting at the destination. 
  5. A strange idol figurine allows the owner to read the surface thoughts of any target within a 10 foot radius. The strange idol will cause the head of the own under go random mutation unless the owner saves vs wands or suffer. 
  6. This strange bird figurine allows the owner to fly as per the spell. The owner can also talk with birds within a two mile radius. The down side is that demonic avian races are now aware of the owner if they take advantage of certain other dark powers of the figurine. 
  7. This figurine of an Elven princess allows the owner to locate any Fey within the area. The figurine can also summon a fairy. But the owner glows very brightly when using any of the powers of the figurine. 
  8. The figurine of the eye allows the owner to have true sight, dark vision, & even an optic blast that does 1d6 points of damage to a target within the line of sight. Any beholders will know of the owner's intentions. 
  9. Abraxas's figurine allows the owner to cast phantasmal force within line of sight. The owner can also use the proper name of the demon lord as per a word of despair. The target will indeed be subject to a spell like effect of the word & can only rock themselves in a fetal position. 
  10. The smile of the demon - This figurine of Yhoundeh or Y'houndeh (The Elk-Goddess) is the wife of Nyarlathotep. The owner can stop time for 1d6 rounds but their own local time space continues as normal. Over use of this statue's powers will age the PC by 1d10 years. 
Many of the figurines count as being will be in a strange small lead line container. Most of the figurines are worth at least 200 gold pieces or better. They often seem to have a mind of their own & seem to have a life of their own. The dangerous ones count as closer to the 1000 gold pieces mark & often have heavy bounties associated with these items are often very costly because the cults that create & leave these items often does so with the understanding that they can be very dangerous. Monsters seem to be attracted to those who own such figurines there will be a 30% chance per month that random monsters will be attracted to the owner. 

Wednesday, June 10, 2020

1d20 Random 'What's in The Adventurer's Sack' Table For Your Old School Campaigns

Often times adventurers have to leave the dungeon or ruins in a hurry. They leave behind loot, equipment, & other valuables. Those coming into the dungeon will often find the portables left in the wake of those who came before them. But not every sack has good things in it!


Left unattended for more then 80 rounds or so there is a 40% chance that dungeon  vermin such as rot grubs, green slime or worse will be around to investigate & perhaps infect the contents of an adventurer's container.
Larger monsters or humanoids will investigate sacks left around the dungeon & perhaps even leave them out as lures for other humanoids.

1d20 Random 'What's in The Adventurer's  Sack' Table
  1. An animated zombie ogre head with two diamonds for eyes. The thing gnashes its teeth together & will bite for 1d6 points of damage. But the eyes & earings are worth 100 gold pieces each. The thing has a flesh melting purple  gaze attack for 1d4 points on each eye that can move independently. 
  2. Sack filled with 30 copper pieces that will increase in weight as the copper pieces multiple  by 1d20 every seven rounds.
  3. A gold crown inset with twelve rubies worth 50 gold pieces because of the damage that its sustained. 
  4. The right hand of a hanged man that's been made into a hand of glory. Using this item is considered chaos magic. 
  5. Six hundred gold pieces with the names of sixty four angels stamped on them. They also bare a wizard's mark that can be traced over a hundred miles by a wizard with the appropriate spells. Their occult use is unknown. 
  6. A gold plate head of a kobold sealed with alchemy wax. The eyes of the thing still move & will follow the person holding it. Worth 60 gold pieces to a wizard. 
  7. A portable alchemist's lab in a wooden case but the case is half burnt up & the acids are missing. The alchemy books are intact making this a 20 gold piece item to the right buyer. 
  8. Three sacks full of very angry & aggressive gold bugs.
  9. A beating orc heart & a necromancer's scroll detailing how to summon the ghost of the thing. 'It knows where the treasure is', according to a note on the scroll. 
  10. The gold plated teeth of some noble worth 20 gold pieces. There is 30% chance they will animate & bite for 1d4 points of damage. 
  11. A solid iron dagger splashed with fairy & Elven blood that smells of urine & lilacs. 
  12. A strange bejeweled puzzle box that is worth 200 gold pieces to a wizard. There is an air of menace around it. 
  13. A solid gold ball worth 300 gold pieces to an alchemist 
  14. The head of a poet & a magic scroll containing three spells from the empire of the Necromancers. Worth together 100 gold pieces to a collector. 
  15. A small jeweled casket containing a weird jeweled amulet. There is demonic writing and symbols. The thing is worth 100 gold pieces as it stands with some occult research the true nature of this piece will make it very dire & dangerous to the owner. 
  16. Seven jeweled kobold eyes made from the reddest of rubies. The eyes will give the owner dark vision when held. They are worth 30 gold pieces per pair. The extra one gives the owner the ability to speak kobold when held. 
  17.  A pair of golden candle sticks that have forty two alchemy symbols carved into them. These can be lit to perform certain ritual & rites & so are worth 50 gold pieces each. But a demon & his henchmen are after them & so they will begin following the party who carries these. 
  18. A pair of Chinese vases worth 1000 gold pieces but their very fragile. The sack is a sack of protection & they won't break whist in the sack but don't tell that too the players.
  19. The carved jade head of a Deep One statue worth 100 gold pieces & there's also a treasure map to an underwater treasure in the thing's mouth. 
  20. A green glowing jeweled orb that radiates evil magic. It will come to life if someone utters the words 'Heavy Metal' carved on the fabric lined wooden case it sits in. The thing is priceless for some reason & cults of evil will kill for it.

Sunday, September 15, 2019

1d6 Random Guardian Spirits of The Underworld Encounter Table For Your Old School Campaigns

Down in the depths of the Earth the world of the living, the dead, & the lost cross paths in the darkness. Time, space, & even reality breakdown in even measure but these are the places where even the gods fear to trod. They were not meant for mortals even heroes. But these pathways are guarded by terrible spirits of ancient times. Things fell & foul that man was not meant to cross paths with. 


Many of these beings are spirits of the underworld & have many of the characteristics of demons. They are often found guarding the treasures or relics of the gods. These spirits are often:
  1. Immunity to electricity and poison. 
  2. Only take a quarter damage from  fire, acid, & cold 
  3. Highly telepathic, & able to speak The Black Tongue, Hyperborean high & low, most known languages 
  4. Dark Vision 130' 
  5. Able To Summon A Minor Demon Once Per Day 
  6. Able to Polymorph three times per day 
These beings are able to be summoned by a witch with a minor summon monster spell for counsel and advice once a month. They often act as advisors & go betweens with certain underworld spirits or gods.
 


  1. Caulilalrgot Cangulkoncal was once a lamia princess but elevated to the position of guardian after slaying four hundred cultists during the wasting plague years. She guards a cache of Atlantis god works deep within a captured temple of Apollo. She will hunt and kill any parties of adventurers she comes across.
  2. Derc Hiaurcar 'prince of the vampire worms' is a foul being who has become a spirit guardian of the underworld after capturing a temple of the toad gods. He sacrificed all of his minions for this honor and now tracks the treasures he guards through the underworld. 
  3. Baellkordulug blessed of the water lizard is a lizard man whose taken on the ancient mantle of guardian of the foul shrine of his people's Lovecraftian god thing. He is slow to anger but takes his vengeance out on any adventurers. 
  4. Ninturnango is a throat worm that has become a humanoid horror in the service to his god master after possessing the husk of a mummy from Lemuria. He is now a guardian of ancient treasure from that lost country. His own spawn infect any bodies they can as foul demon throat worms.  
  5.  Valalangungbe 'the walker in darkness' is a shadow demon of horrid aspect that has possessed the body of a fell prince of the Ixians. He is now the guardian of a portal to an alien hell and a treasure of lost Atlantis. Hates Hyperboreans with a burning passion. 
  6. Gel Basrahuj - A Hyerpborean princess's mummy that has ascended into guardian hood of the foul treasures of her pleasure and demon lusting ancestors. She now has 1d6 demonic traits each time she awakens from slumber.

Wednesday, August 14, 2019

1d6 Random Minor Treasures & Adventure Hooks Table For Your Old School Campaigns

O Life, thou harlot who beguilest all!
Beautiful in thy house, the golden world.
Abidest thou, where Powers pinion-furled
And flying Splendors follow to thy call.

Innumerous like the stars or like the dust,
Nations and monarchs were thy thralls of yore:
Unto the grave's old womb forevermore
Hast thou betrayed the passion and the lust.

Fair as the moon of summer is thy face,
And mystical with cloudiness of hair. . . .
Only an eye, subornless by delight,

Shall find, within thy phosphorescent gaze,
Those caverns of corruption and despair
Where the Worm toileth in the charnel night.
The Harlot of the World  (1915) 
by Clark Ashton Smith

There are objects & relics that hold special significance to some, objects though of seemingly little value actually hold the keys of fate for others. This objects can lead to greater wealth, hooks in the skeins of fate, or fates worse then death itself.

These objects often times appear in hoards & other recovered items of treasures but they often carry with them a mystical aura of magic that alerts those forces that seek such items. These factions are often dangerous or potentially magically powerful factions. These auras can sometimes 30% chance of being detected by a detect magic spell or by certain powerful mystical seers.
1d6 Random Minor Treasures
& Adventure Hooks Table


  1.  The Ring of Crown's Cross - This rather large ring of gold and inlaid silver has upon it a strange geas for the thing seeks the rightful heir of an ancient kingdom. Its worth only 100 gold pieces but with its strange sigils & writing in high Hyperborean it clearly outlines that it belongs to an ancient blood line. The relic will seek out the rightful heir by a series of odd twists of fate to find him or her. But be warned that who so ever finds this ring will be sought out to be murdered by a guild of assassins that have an ancient and terrible blood feud with the royal line. A team of 1d8 highly trained and motivated assassins will seek to murder the owner in their sleep and claim their soul. 
  2. The Box of Belour This small casket style box once housed an ancient demon's soul & now houses a fist sized ruby that grew around the black essence of this other worldly monster. The ruby is worth a small fortune about 7000 gold pieces but the ruby contains the soul of a horrid demon from the Outer Darkness. There will be 1d8 damned souls charged with seeking and recovering this box with the ruby in it. Treat these as free willed and intelligent zombies. The box in the hands of a trained necromancer of at least third level may temporarily banish the Damned back to their hellish black void. The minor demon make seek the owner out himself to recover this box and his soul.
  3. The Crown of Morta'Shei This ancient silver and iron crown is actually the property of a lost race and it is able to recall the lives of anyone who once wore it three times per day. This acts as a crystal ball and is able to confer the wisdom of hundreds of rulers of the Morta'Shei clan. But the undead ghosts of the clan's greatest enemies want to prevent the crown from entering the world of men once again. There are seven arch specters who seek the crown and end the return of the crown's influence upon the world of men. The owner can also see the spirits of the dead and once per day speak with the dead. 
  4. The Paints Of the Hunter This vessel of sealed paint is the only thing that prevents an ancient demon from entering the world of mankind once again. The paint can be used to create an ancient dimensional door into another dimension where the hunter demon awaits. The paint can also be used to create pieces of art that insure a successful hunt for a full season. The paint is worth a mere hundred gold pieces but to the right tribe they are priceless. They are usually found in vessels of three or four in isolated caves. The cult of the hunter seeks these paints whenever they are found for they are drawn to them. These cults cause murder, wanton destruction, and horror wherever they go. 
  5. The Sword of the Cat This +1 sword once belonged to the lord of the lions & was a gift from an ancient god. The sword allows its owner not only improved reflexes, dark vision, & improved tracking abilities but they can turn into a small lion once per day. The sword is sought by two cults of chaos who wish to murder any owners of the sword. 
  6. The Diamond of Mong - This ancient diamond is actually the fused ashes of a god thing from another age. The diamond allows the owner to create life like illusions up to five times a day. These are mere shadows of the former power of the diamond. A pack of demonic mercenaries has been seeking the time when the diamond is found. They will know when the diamond is uncovered and begin their eternal hunt once again. They will stop at nothing to recover this object and no deed is too debased for these fiends.

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    All ideas and opinions copyrighted & trademarked to the owner of this blog
      & Dark Corner Productions Inc.

Sunday, August 11, 2019

1d6 Random Treasures & Finds Of The Ancient Lotus Table For Your Old School Campaigns


Deep in the heart of certain Hyperborean ruins are ancient spirits of malevolent intent and dangerous aspect. These horrors are created from those who sucked down the fumes of the black lotus that grew from the corpse farms of Atlantis. These spirits are part of the family of specters created not through violence but the corpse born curse of the Black Lotus corpse flowers. They have energy drain abilities of their ilk because of the dreaded flower's connections with the Black Gulf.



These horrid spirits are addicted to the life forces of humans crave it as gives them a temporary sense of life and reality. These spirits have the appearance of addicts of the most morbid types but their eyes have been replaced by black purple orbs of the void. Their eyes tear with  a tarry black ectoplasm that causes fear & panic for anyone coming within thirty feet of its unnaturalness. Animals will not tolerate its presence at all & kill themselves to flee from it. It is is said that black lotus addiction caused the decline of the Hyperboreans and this often leads to the corpses of black lotus fiends being found with valuables. Black lotus vines are found entwined among the corpse's remains.


Upon 'Old Venus' deep within the swamp lands of the lower valleys there are the 'Spotted Purple Lotus' which grow entwined around the bones of old Hyperborean colonists. This plant only blooms when the star Aldebaran is in the house of 'El' in the Venusian sky. It is found wild among the oldest ruins &  cultivated by the dread lizardmen of Venus. They raise it using corpses of certain potent Venusian chieftains & wizards who consider it an honor to be placed among the fronds of the plants. These corpses become entwined in a mass of the plant until they become guardian monsters animated by the inherit magick of the corpses. 'Spotted Purple Lotus' powder  is worth over 6000 gold pieces per drought. It allows a wizard, druid, or even a necromancer to communicate with the Great Old One known as Sfanomoe. The monster god will grant 1d6 spells to the user but the user must make a 'Charisma' roll to gain such eldritch alien knowledge. Lotus women of Venus often hunt those who have consumed the spotted purple blossom. These horrors can smell its users up to 200 feet away and go into a blood frenzy around the pollen
Because of its strange alien connection to the monster god Sfanomoe 'spotted purple lotus' can cure any poison or radiation damage. But the user or recipient will have 1d10 strange visions as the powder courses through their brain. Many shamans, druids,and others who worship this strange being often seek out this lotus. A save vs. poison or become addicted to the lotus of the monster god Sfanomoe.


Many strange treasures and weird artifacts are often interned with those who have been addicted to the various lotus. Their minds are consumed with matters of the occult as such visions poison their very being and they seek out weird & rude treasures of the Great Old Ones. Here are 1d6 such treasures & artifacts of the ancient addicts. Beware the fronds of the lotus adventurers or you may join the bones of those who have come before.

1d6 Random Treasures &
Finds Of The Ancient Lotus Table 
  1. A set of golden instruments used in the preparation of the the lotus powder worth 10000 gold pieces delicately craved from ivory, gold, and precious gems. 
  2. Beautifully carved knives of deep glass metal used to trim the buds of the lotus worth 7000 gold pieces and are +2 because of the demonic enchantments on them. 
  3. Nine forks of silver and gold that swim with the visions of the lotus. Druids and shamans must save vs poison handling these treasures or they will slip into visions of the lotus 
  4. A miniature brazer used to prepare the lotus enchanted with a fire elemental with Hyperborean command words carved into the bowl of the thing. It can create a 'flame strike' three times per day with a range of thirty feet. If any lotus is burned in the thing it will give visions and prophecies to the owner. Worth 30,000 gold pieces
  5. Twelve golden pipes carved from the bones of ancient Hyperborean priests worth about 7,000 gold pieces gilded with the wisdom of the ancients. When smoked with lotus powder these pipes act as a 'contact other plane' spell once per day. They are worth 20,000  to the cult of the monster god Sfanomoe. 
  6. 22 delicate carved cards made from the ivory & bones of the beasts of the .
    the monster god Sfanomoe. They are used to chop up the lotus powder and then used as a deck of prophecy cards. Once per day they will divine one future event for a user. They are worth 30000 gold pieces to an alien cult of semi demonic beings who worship the monster god Sfanomoe. They have been lost for centuries after the murder of the grand lama of this cult.

    I fain would love thee, but thy lips are fed
    With poison-honey, hivéd in a skull;
    They seem like scarlet poppies, beautiful
    For delving roots, deep-clenchèd in the dead.

    Thine eyes are coloured like the nightshade-flow'r.***
    Blent in the opiate perfume of thy breath
    Are dreams, and purple sleep, and scented death
    For him that is thy lover for an hour.

    Mandragora, within the graveyard grown,
    Hath given thee its carnal root to eat,
    And vipers, born and nurstled in a tomb,

    From fawning mouths drip venom at thy feet;
    Yet from thy lethal lips and thine alone,
    Love would I drink, as dew from poison-bloom.

Friday, August 9, 2019

1d20 Random Minor Finds Table From The Mega Dungeon Table For Your Old School Campaigns

There are always small items, relics, & unusual finds that turn up in the oddest places that lead adventurers onto the trails of the world spanning places of adventure. Things of odd reputations & fragments from with these places of adventure & dangerous virtue. Here then is a list of 1d20 minor finds that will lead adventurers down the rabbit hole further into the jaws of adventure & danger.


1d20 Random Minor Finds
Table From The Mega Dungeon Table

  1.  A pair of brass and red gold skeleton keys with deep etches on them and mysterious writing in high Elven. The pair is bound with animal gut & faintly hum with an aura of magick hovering about them.
  2. A dried monkey paw with something held in the sealed tight fist. Whatever it is makes the paw heavy. 
  3. Twisting and turning piece of jailer's wire made into the shape of a pretezel that twists even as you pick it up. It seems to tug in the direction of the largest structure of ruins locally. 
  4. A single slab of worked and wrought quartz in the shape of a key that glows from within with magicak power. 
  5. Two twin pieces of metal covered over in runes of the clan of local murderous goblins. The pieces a have recently been underground because of the smell of mildew & fungus clinging to them. 
  6.  A single strange twisted piece of gold on a string that floats in mid air toward the mega dungeon and its ruins. 
  7. Weirdly a caged bird always sings when its brought towards road that leads to the dungeon. 
  8. Nine pieces of radiated silver and gold coins all fused together by some intense weapon of war and destruction. The coins seem to make promises of riches and parties. 
  9. Seven rare pieces of miniature artwork that show different & dangerous monsters in scenes in the mega dungeon. They tell a story of the dungeon in its miniature pictures. One of them contains a map and a single tear or drop of gold 
  10. Hobbit leather pouch that is actually a detailed map/account of one section of the mega dungeon. The map is writ in human boil. 
  11. A silver flute made with bone and silver inlaid in with deeply etched Dwarven runes that allow one to pass magically through certain portals. 
  12. A jewel made from the infamous idol's eyes of the god of murder. The jewel wishes to go home to the mega dungeon dungeon. 
  13. A small boy's lunch box that actually contains a mini collection of items including a Spanish coin that seems to float in the air and points towards the local dungeons 
  14. Twelve copper and gold rods that all seem to be part of some ancient magic machine. They lead to a clue that cuts through the entrances of the dungeons. 
  15. A map that show's your location in relation to the dungeon. There are other unusual blips that are closing in on your position. The location seems to call your PC's. 
  16. A compass that responses to the astral winds of the mega dungeon and the deep end dire dangers of the dungeons.'
  17. A cut crystal ball that actually shows scenes from within the mega dungeon and they want you and your PC's there. 
  18. Twenty pieces of gold that are actually radiated with deep magical powers and will teleport you and your party to the center of a maze inside the mega dungeon 
  19. An animated wind up clock work like toy that actually is an automaton with the powers of a 5th level animated wizard that is actually an ex adventurer who pissed off a wizard that lives in the center of the dungeon and wants to murder the PC's 
  20. The crystal skull of a former adventurer that now houses the alien intelligence that responds only the veiled threats of female adventurer. It wishes to return to its mega dungeon home and will try to possess anyone who handles it.